Races

Humans

  • Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
  • Human base land speed is 30 feet.
  • 1 extra feat at 1st level.
  • 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  • Automatic Language: Common.

Racial Feats

Changelings

  • Medium: As Medium creatures, changelings have no special bonuses or penalties due to their size.
  • Changeling base land speed is 30 feet.
  • +2 racial bonus to saving throws against sleep and charm effects.
  • +2 racial bonus to Deception, Intimidate, and Sense Motive checks.
  • Linguist: Changelings can learn new language by spending one skill point, instead of two.
  • Minor shapechange (Su): Changelings have the ability to alter their appearance as though using a disguise self spell, this does not affect their possessions. This is not an illusory effect but a minor physical alteration of features. The changeling can use this at will and lasts until they choose to change again or are killed in which case they revert to their natural form. A true seeing spell reveals their natural form. When in use this ability gives the changeling a +10 circumstance bonus to Deception checks. Using this ability is a full-round action.
  • Automatic Language: Common.

Racial Feats

Dwarves

  • +2 Constitution, -2 Charisma.
  • Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
  • Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
  • Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
  • Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
  • Weapon Familiarity: Dwarves may treat dwarven waraxes as martial weapons, rather than exotic weapons.
  • Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • +2 racial bonus on saving throws against poison.
  • +2 racial bonus on saving throws against spells and spell-like effects.
  • +1 racial bonus on attack rolls against orcs and goblinoids.
  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • +2 racial bonus on Craft checks that are related to stone or metal.
  • Automatic Languages: Common and Dwarven.

Elves

  • +2 Dexterity, -2 Constitution.
  • Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
  • Elf base land speed is 30 feet.
  • Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
  • Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
  • Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
  • +2 racial bonus on Perception, and Search checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
  • Automatic Languages: Common and Elven.

Gnomes

  • +2 Constitution, -2 Strength.
  • Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, -4 on grapple checks, and a +4 size bonus on Stealth checks, but he has trouble using heavy weapons, and his lifting and carrying limits are three-quarters of those of a Medium character.
  • Gnome base land speed is 20 feet.
  • Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
  • +2 racial bonus on saving throws against illusions.
  • Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
  • +1 racial bonus on attack rolls against kobolds and goblinoids.
  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • +2 racial bonus on Perception checks.
  • +2 racial bonus on Craft (alchemy) checks.
  • Automatic Languages: Common, Dwarven.
  • Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.

Half-Elves

  • Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
  • Half-elf base land speed is 30 feet.
  • Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
  • Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
  • +1 racial bonus on Perception, and Search checks
  • +2 racial bonus on Diplomacy checks.
  • Elven Blood: For all effects related to race, a half-elf is considered an elf.
  • Automatic Languages: Common and Elven.

Half-Orcs

  • +2 Strength, -2 Intelligence, -2 Charisma.
  • Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
  • Half-orc base land speed is 30 feet.
  • Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
  • Orc Blood: For all effects related to race, a half-orc is considered an orc.
  • Automatic Languages: Common and Orc.

Racial Feats

Halflings

  • +2 Dexterity, -2 Strength.
  • Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
  • Halfling base land speed is 20 feet.
  • +2 racial bonus on racial bonus on AthleticsPerception, and Search, and Stealth checks
  • +1 racial bonus on all saving throws.
  • +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
  • +1 racial bonus on attack rolls with thrown weapons and slings.
  • Automatic Languages: Common.

Racial Feats

Shifters

  • +2 Dexterity, -2 Intelligence, -2 Charisma.
  • Medium: As Medium creatures, shifters have no special bonuses or penalties due to their size.
  • Shifter base land speed is 30 feet.
  • Low-Light Vision: A shifter can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
  • Scent: Shifters can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Stronger scents can be detected at higher ranges, but they can also block out other scents. When a shifter detects a scent, the exact location of the source isn't revealed - only its presence somewhere within range. Shifter can take a move action to note the direction of the scent. Whenever the shifter comes within 5 feet of the source, he pinpoints the source's location.
  • +2 racial bonus on Athletics and Survival checks.
  • Automatic Languages: Common.

Racial Feats

Warforged

  • +2 Constitution, -2 Wisdom, -2 Charisma.
  • Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
  • Warforged base land speed is 30 feet.
  • Living Construct Subtype (Ex): Warforged are constructs with the living construct subtype. A living construct is a created being given sentience and free will through powerful and complex creation enchantments. Warforged are living constructs that combine aspects of both constructs and living creatures, as detailed below.
    • Features: As a living construct, a warforged has the following features.
      • A warforged derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
    • Traits: A warforged possesses the following traits.
      • Unlike other constructs, a warforged has a Constitution score.
      • Unlike other constructs, a warforged does not have low-light vision or darkvision.
      • Unlike other constructs, a warforged is not immune to mind-affecting spells and abilities.
      • Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
      • A warforged cannot heal lethal damage naturally.
      • Unlike other constructs, warforged are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
      • As living constructs, warforged can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a warforged can be healed by a cure light wounds spell or a repair light damage spell, for example, and a warforged is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a warforged.
      • The unusual physical construction of warforged makes them vulnerable to certain spells and effects that normally don't affect living creatures. A warforged takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a warforged is affected by repel metal or stone as if he were wearing metal armor. A warforged is repelled by repel wood. The iron in the body of a warforged makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster's ability modifier). A warforged takes the same damage from a rust monster's touch (Reflex DC 17 half). Spells such as stone to fleshstone shapewarp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of a warforged.
      • A warforged responds slightly differently from other living creatures when reduced to 0 hit points. A warforged with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than ¼ of his total hit points, a warforged is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert warforged does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
      • As a living construct, a warforged can be raised or resurrected.
      • A warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as hero's feast or potions.
      • Although living constructs do not need to sleep, a warforged wizard must rest for 8 hours before preparing spells.
  • Composite Plating: The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged cannot wear armor or magic robes. Warforged can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him. Composite plating also provides a warforged with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a warforged to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.
  • Light Fortification (Ex): When a critical hit or sneak attack is scored on a warforged, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
  • A warforged has a natural weapon in the form of a slam attack that deals 1d4 points of damage.
  • Automatic Languages: Common.

Racial Feats

 

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